4C System
4C is a RPG toolkit rather than complete game system;
it provides a foundation for you to build upon. As presented, 4C is
specifically for superhero roleplaying though it could be adapted to other
genres with a bit more work.
NOTE: This is the text-only version. Page references
are not completed and appear as (p. 00). Publishers are encouraged to use this
text as a basis for their own projects.
For Gamers
As a gamer you can use 4C to “build” your own game
system or to assist in converting 4C products to similar systems. 4C
is not a replacement for any games that you may already own but is, rather, an
aid.
For Publishers
You can use 4C as the basis for an entirely new game
– strip out the powers and drop in appropriate origins and “classes,”* for
example, to create a fantasy game – or as common ground for the development of
material that is compatible with other games that use a similar system.
4C is released to the public as public domain and
almost every part of the text, including the title, is open for use (the names
of those involved in the creation of 4C are not open for use). The
copyright on 4C is unassigned and the text is donated to the public
domain; anyone can use this material for their own products and with their own ideas.
* A class could be nothing more than a set package of
abilities; by selecting a “class” the character gains specific skills and
abilities.
Hall Of Heroes
We would like to thank and recognize everyone whose generous
donation to this project allowed it to be realized; without them there would be
no 4C:
Angus Abranson
George C. Alexander
James Bell
Johnathan L. Bingham
David Boddie
Michael Bradford
Timothy S. Brannan
Lou Goncey
Christopher Helton
Nathan Herrold
Fred Hicks
Keith Higdon
Gregor Hutton
Neal H. Jones
Tim Kirk
Rod Landreth
Jay Libby
Art McMahon
Jason R. Morgan
Brain Nisbet
Daniel Proctor
Jeff Rients
Walt Robillard
Gerry Saracco
Dave Schaefer
Richard Scott
Jeremy L. Steffen
Law C. Stinson
Benjamin R. Terry
Niniri Theriault
Jonathan M. Thompson
Pat Tracy
Grady Victory
Brent Wolke,
And several others who have chosen to remain anonymous.
Dice
4C uses “percentile dice”, two differently colored
ten-sided dice with one die designated the “tens” die and the other the “ones”
die. Whenever the rules state roll d% roll both dice to generate a
number between 0 (both dice show “0”) and 99 (both dice show “9”).
Example: Richard rolls d%. The “tens” die comes up 8 and
the “ones” die comes up 3, for a roll of 83.
Remember that unlike many other systems, a result of 00 in 4C
is 0 rather than 100.
Advanced
Throughout this text are boxes marked as “Advanced.” These
boxes present new rules and ideas that build on the basic text. Publishers and
players can mix and match these rules to create a system for their exact needs.
Publishers, for ease of reference, are encouraged to stick to either the Basic
or Advanced version when creating a compatible product and cite which version
is used for their product. If you’re creating an entirely new game based on
this system compatibility is not a concern and you’re free to do anything you
wish.
Characters
Character Origin
The first step in character creation is to determine the
character’s origin. Roll d% on the following table:
Roll Origin
00-04 Robot
05-09 Alien
10-39 Skilled Human
40-59 Changed Human
60-79 Mutant
80-99 Technologically
Enhanced
Robot The
character is a robot or perhaps some other construct, such as a golem.
Alien The
character is a being from another world or dimension such as a Martian,
elemental, angel, or devil.
Skilled Human The
character is a highly skilled human; any “powers” are actually superior
training or specialized devices.
Changed Human The
character was human but became superhuman through some outside agency, often an
accident or experiment.
Mutant The
character was born with or destined to develop superhuman powers.
Technologically Enhanced The character’s powers are the result of devices and gadgets.
BEGIN BOX
Advanced Character Origins
As per standard character creation, roll randomly for
traits, powers, and skills and then modify the results for the origin of the
character:
Origin Modifiers
Robot The Rank
Values (see p. 00) of all Primary Traits (see p. 00) are each increased by +10.
The character’s Repute (see p. 00) is reduced to 0.
Alien The Rank
Values of all Primary Traits are each increased by +10. The character loses one
power (see p. 00) but still retains a minimum of one power.
Skilled Human The
character gains three bonus skills (see p. 00).
Changed Human One
of the character’s Primary Traits (select one) is increased by +10.
Mutant The
character’s Fortitude (see p. 00) is increased by +10. The character’s
Lifestyle (see p. 00) is reduced by -10 (minimum of 1). The character gains one
bonus power (see p. 00) and all of the character’s powers should be innate and
not derived from equipment. The character’s Repute is reduced to 0.
Technologically Enhanced The character’s Intellect (see p. 00) is increased by +20. The
character’s Lifestyle (see p. 00) is increased by +20.
END BOX
Traits
4C characters are defined by a set of distinct
Traits. Each character has two types of Traits: Primary and Secondary. Primary
Traits are defined by Rank Values (see p. 00), Secondary Traits are defined by
either Rank Value or a numerical score (see individual Secondary Traits for
details).
Primary Traits
4C features a total of seven Primary Traits:
Melee
This Primary Trait is the measure of a character’s expertise
in melee combat. When kicking, punching, stabbing, or otherwise fighting in
close quarters, this Trait determines the success or failure of the attack.
Coordination
This Primary Trait is the measure of a character’s physical
proficiency. When shooting, throwing, dodging, balancing, or otherwise
employing physical nimbleness, this Trait determines the success or failure of
the action.
Brawn
This Primary Trait is the measure of a character’s physical
power. When lifting heavy objects, determining damage with melee or thrown
attacks, throwing an object a certain distance, or otherwise engaged in activities
relying on physical power, this Trait determines the success or failure of the
action.
Fortitude
This Primary Trait is the measure of a character’s physical
stamina and robustness. When attempting to hold breath, resist sickness,
overcome toxins, ignore fatigue, keep from dying, or otherwise engaged in
physically strenuous tasks, this Trait determines the success or failure of the
action.
Intellect
This Primary Trait is a measure of the character’s
intelligence. When attempting to invent, solve a problem, learn, or otherwise
use smarts, this Trait determines the success or failure of the action.
Awareness
This Primary Trait is a measure of the character’s
intuition. When attempting to sense
danger, spot something, recognize a hunch, or otherwise work on instinct rather
than analyzing a situation, this Trait determines the success or failure of the
action.
Willpower
This Primary Trait is a measure of the character’s mental
strength. When dealing with psychic abilities, magic powers, issues of
willpower, or otherwise using powers of the mind, this Trait determines the
success or failure of the action.
Determining Primary Trait Rank Values
Roll d% once on the following table for each Primary Trait
to determine its Rank Value:
Dice Roll Rank
Value
00-04 1
05-09 3
10-19 6
20-39 10
40-59 20
60-79 30
80-95 40
96-99 50
Secondary Traits
4C characters have four Secondary Traits:
Damage
This Secondary Trait is a measure of the physical punishment
a character can suffer before dying. This Secondary Trait uses a numerical
score (not Rank Value) that is decreased as the character takes damage. This
Secondary Trait, as well as damage and healing, is addressed on p. 00.
This Secondary Trait’s starting value is calculated by
adding up the Rank Values of the character’s first four Primary Traits (Melee,
Coordination, Brawn, and Fortitude).
Fortune
This Secondary Trait is a measure of the character’s ability
to use luck, training, and/or experience to influence the present. This
Secondary Trait uses a numerical score (not Rank Value) and points may be spent
from it to affect die rolls and improve the Rank Values of Primary Traits; for
a complete discussion on this see p. 00.
This Secondary Trait’s starting value is calculated by
adding together the Rank Values of the character’s last three Primary Traits
(Intellect, Awareness, and Willpower).
Lifestyle
This Trait is a measure of the character’s wealth and
ability to procure needed items and services; this Trait and its usage are
covered on p. 00.
To calculate the Rank Value for this Secondary Trait roll
once on Table 1.
Repute
This Secondary Trait is a measure of how well the character
is known; the greater the score the more popular the character. This Secondary
Trait uses a numerical score (not Rank Value); how this Trait influences the
game is covered on p. 00.
To calculate this Secondary Trait’s value roll d% and
divide the result by 3 (round up).
Rank Values
Rank Values are the numerical representation of Traits and
power levels in 4C. Rank Values range from 0 to 1000. Most characters
will have Rank Values in the 1-50 range with exceptionally powerful characters
having Rank Values of 51 or greater. Although no character may have a Rank
Value of 0, characters may be reduced to the rank of 0 in special situations
(see p. 00). Here is a comparison of the different Rank Values:
Rank Value Range Description
1-2 Minimum human
3-5 Below-average
human
6-9 Average human
10-19 Above-average
human
20-29 Exceptional
human
30-39 Maximum human
limit
40-49 Low superhuman
50-74 Superhuman
75-99 High superhuman
100-149 Low
cosmic
150-999 Cosmic
1000 Beyond
comprehension
BEGIN BOX
Optional Rule: Rank Names
Although not necessary, Gamemasters may wish to assign names
to the various Rank Value ranges as a means of adding additional flavor. The
following is a list of suggested Rank Names.
Rank Value Range Rank
Name
1-2 Doddering,
Feeble, Weak
3-5 Inferior,
Poor, Shabby
6-9 Average,
Mundane, Typical
10-19 Accomplished,
Competent, Good
20-29 Excellent,
Exceptional, Skillful
30-39 Extraordinary,
Remarkable, Super
40-49 Fantastic,
Incredible, Wonderful
50-74 Amazing,
Astounding, Legendary
75-99 Colossal,
Monstrous, Monumental
100-149 Astonishing,
Marvelous, Unearthly
150-999 Inconceivable,
Indescribable, Unthinkable*
1000 Incomprehensible,
Improbable, Unimaginable**
* Rank Values of this magnitude can also be described using
abstract terms such as Move A, Shift 1, or Step X.
** Rank Values at this level may best be described in
abstract terms such as Class A, Magnitude 1000, or Mark Z.
END BOX
BEGIN BOX
Advanced Rank Values
The Advanced game takes the highest Rank Value groups and
divides them so that instead of 12 groups (13 if you count 0) there are now 17
(18 with 0). This is primarily for the introduction of extremely powerful
(cosmic) beings. If you’re running a fairly low-level game you may want to
stick with the smaller selection.
END BOX
Skills
After Origins and Traits characters may possess skills,
mundane talents that grant them a benefit when performing a specific action or
operating in a pre-determined field of expertise.
Skill Determination
To determine the number of skills a character possesses roll
d% on the following table:
Roll Number of
Skills
00-19 1
20-59 2
60-89 3
90-99 4
Using Skills
Such things as Acrobatics, Investigation,
Pilot, Drive, and Martial Arts are considered skills; discuss the skills you
would like a character to have with the Gamemaster for approval. A skill grants
a +1 Row Step bonus (see p. 00) when making any rolls on the Master Table
during an action appropriate to the skill in question.
Advanced Skills
With Gamemaster approval a character
may take one advanced skill in place of two skills. An advanced skill grants a
+2 Row Step bonus (see p. 00).
BEGIN BOX
Advanced Option: Contacts
In place of a skill a character may
possess a contact. A contact is a friend or acquaintance the character can call
on for assistance. Contacts must be cleared with the Gamemaster though any
reasonable contact idea should be automatically allowed. (Attempting to claim
the President of the U.S. as a contact is going to be a lot more difficult to
have approved by the Gamemaster than a low-level police officer.)
END BOX
Powers
Powers are what make the character a superhero.
Power Determination
To determine the number of powers a character possesses roll
d% on the following table:
Roll Number of
Powers
00-19 2
20-59 3
60-89 4
90-98 5
99 Magic*
* Magic is a unique power able to replicate all other powers
(see p.00)
Once you’ve determined the number of powers for a character
roll d% once for each power on the following table to determine the character’s
specific powers:
Roll Power
00-03 Animal Command
04-07 Body Armor
08-11 Claws
12-15 Contaminant
Resistance
16-19 Elasticity
20-23 Elemental/Energy
Control
24-27 Extra Body
Parts
28-31 Fast Attack
32-35 Flight
36-39 Force Field
40-43 Growth/Shrinking
44-47 Invisibility
48-51 Mind Control
52-55 One-of-a-Kind
Weapon
56-59 Phasing
60-63 Physical
Metamorphosis
64-67 Regeneration
68-71 Shapeshift
72-75 Super Leap
76-79 Supersense
80-83 Superspeed
84-87 Telekinesis
88-91 Telepathy
92-95 Teleportation
96-99 Wall Crawling
If you roll the same power twice you may elect to either
increase the power’s Rank Value by +20 or roll again on the table.
BEGIN BOX
Advanced Power Selection
If playing under the Advanced options, characters have a
larger number of powers available. Roll d% once for each power on the following
table to determine the character’s specific powers:
Random Power Selection
Roll Power
00-01 Absorption
02-03 Alter-Ego
04-05 Animal Command
06-07 Astoundingly
Wealthy
08-09 Body Armor
10-11 Burrowing
12-13 Celebrity
14-15 Chameleon
16-17 Claws
18-19 Contaminant
Resistance
20-21 Combat
Awareness
22-23 Detection
24-25 Dimension Jump
26-27 Elasticity
28-29 Elemental/Energy
Control
30-31 Elemental/Energy
Generation
32-33 Extra Body
Parts
34-35 Fast Attack
36-37 Flight
38-39 Force Field
40-41 Growth/Shrinking
42-43 Headquarters
44-45 Improved Skills
46-47 Invisibility
48-49 Mind Control
50-51 Mind Shield
52-53 Nine Lives
54-55 Nullification
56-57 One-of-a-Kind
Weapon
58-59 Paralyzing
Touch
60-61 Phasing
62-63 Physical
Metamorphosis
64-65 Plant Control
66-67 Protected Sense
68-69 Reflection
70-71 Regeneration
72-73 Shapeshift
74-75 Sidekick
76-77 Super Leap
78-79 Supersense
80-81 Superspeed
82-83 Telekinesis
84-85 Telepathy
86-87 Teleportation
88-89 Trait Boost
90-91 Trait Increase
92-93 Vehicle
94-95 Wall Crawling
96-97 Water Native
98-99 Weapon
If you roll the same power twice you may elect to either
increase the power’s Rank Value by +20 or roll again on the table.
END BOX
Determining Power Rank Values
Roll d% once on the following table for each Power to
determine its Rank Value:
Dice Roll Rank
Value
00-04 1
05-09 3
10-19 6
20-39 10
40-59 20
60-79 30
80-95 40
96-99 50
Power Descriptions
The following are the descriptions of the various powers.
Each description includes general ways in which the power can be used during a
game session. The Gamemaster sets the difficulty (see p. 00) for specific
actions attempted by characters with their powers.
Absorption
The character is immune to damage inflicted by a specific
elemental or energy type (select one, see p. 00) up to the Rank Value of this
power. Any damage inflicted over the Rank Value of this power is suffered normally.
The character may use the absorbed energy in one of two
ways:
- Healing. The character instantly recovers a number of damage points equal to the damage absorbed, up to his maximum value.
- Attack. The character, on his next turn, may unleash the absorbed energy as an attack. Treat as an appropriate elemental or energy control attack with a Rank Value equal to the number of damage points absorbed.
Alter-Ego
The character possesses another form, a different persona he
can willingly change into. Create a second character to use as this character’s
Alter-Ego. The second character automatically has no powers and is a skilled
human (do not roll for powers or origin). Additionally, the second character
cannot possess any primary trait with a Rank Value greater than 30; any result
rolled over 30 is automatically reduced to 30.
Animal Command
The character can communicate with and control animals. To
successfully communicate with an animal the character must roll d% on the
Master Table using the Rank Value of this power or the character’s Willpower
+10, whichever is greater. A result of red or greater indicates successful
communication. To control an animal, the character must achieve a yellow
result.
The character can control one type of animal (such as birds,
reptiles, mammals, sea creatures, etc.), which must be determined at the time
of the character’s creation.
Astoundingly Wealthy
Not a “power,” this result increases the character’s
Lifestyle (see p. 00) by +50 and Repute (see p. 00) by +20.
Body Armor
The character has armor of some kind, perhaps thick hide or
a protective bodysuit, which reduces damage by an amount equal to the Rank
Value of this power. For more about armor see p. 00.
Burrowing
The character possesses the ability to tunnel beneath the
earth, moving at a rate equal to his normal running speed (see Movement, p. 00)
through any subterranean terrain with a material rank equal to or less than the
Rank Value of this power. The character cannot burrow through other characters.
Celebrity
Not a “power,” this result increases the character’s Repute
(see p. 00) by +30. The character is so famous that whenever he would gain or
lose Repute (see p. 00) the values are doubled. The character cannot possess a
secret identity.
Chameleon
The character’s body, as well as worn or carried items, can
be changed at will allowing the character to blend into the surroundings. This
is similar to Invisibility (see p. 00), except it is easier to detect the
character; anyone searching for the character rolls d% and adds the Rank Value
of their Awareness trait to the roll and compares it against the character’s d%
roll plus the Rank Value of this power. If the character rolls higher than the
searcher the character remains hidden.
Claws
The character has some form of claws, either a natural part
of the character’s body or a worn item. The character uses the Rank Value of
either the character’s Melee or this power to make slashing attacks. Claws are
treated as a one-handed weapon for purposes of damage (see p. 00).
Optional: Instead of claws the character possesses
another type of weapon of the player’s choosing which may be used for bashing
or slashing attacks (choose one).
Combat Awareness
The character has a special sense that alerts the character
to danger seconds before it strikes. In all instances in which the Awareness
trait is used the character uses the Rank Value of this power or the
character’s Awareness +10, whichever is greater.
Contaminant Resistance
The character possesses a strong resistance to toxins,
diseases, and the like. Any time the character must roll to resist the effects
of poison, disease, or similar environmental hazards the character may use the
Rank Value of this power or the Rank Value of Fortitude +10, whichever is
greater.
Detection
The character has the ability to detect a specific form of
energy, power, or supernatural presence. Select one type from the following
list:
Magic The
character can detect magical energy – spells, artifacts, those with the ability
to use magic, etc. – within a number of sectors equal to the Rank Value of this
power.
Magnetic The
character can detect magnetic fields – usually powers of those possessing
magnetic control – within a number of sectors equal to the Rank Value of this
power.
Psionic The
character can detect psionic activity or ability –when a power is used or
someone possesses a power – within a number of sectors equal to the Rank Value
of this power.
Radioactive The
character can detect radioactive energy within a number of sectors equal to the
Rank Value of this power.
Spirit The
character can detect spiritual activity – such as ghosts – within a number of
sectors equal to the Rank Value of this power.
The above is by no means a complete listing of available
detection powers. Players that wish to possess a form of detection not listed
here are encouraged to discuss the idea with their Gamemaster.
Dimension Jump
The character can move at will between dimensions. The
character may freely jump to another dimension he has previously visited but
visiting a new dimension requires the character to roll d% on the Master Table
using the Rank Value of this power. A result of black means that the character
arrives dazed at the destination dimension and must spend the next turn
recovering (the character may take no actions that turn).
Elasticity
The character’s body can stretch, allowing the character to
attack someone in a different sector. A character with this power can stretch a
number of sectors equal to this power’s Rank Value divided by 10 (round up).
Elemental/Energy Control
The character has the ability to control a single element or
type of energy chosen from the list below. The character can only manipulate an
existing source of the element or energy; the character does not possess the
ability to spontaneously create the element or energy.
Elemental Control
Air The
character can manipulate winds to attack, create force fields, lift objects,
etc.
Earth The
character can manipulate the ground to attack, create walls of earth that act
as armor, lift objects, etc.
Fire The
character can manipulate fire to attack, increase or decrease the temperate of
a flame, create a wall of fire like a force field, etc.
Water The
character can manipulate water to attack, create walls of water that act as
armor, lift objects, etc.
Energy Control
Electrical The
character can manipulate electricity to attack, create force fields, lift
objects, etc.
Light The
character can manipulate light to attack, blind opponents, create force fields,
etc.
Magnetic The
character can manipulate ferrous metals to attack, create walls of metal that
act as armor, lift metallic objects, etc.
Sound The
character can manipulate sound to attack, lift objects, create force fields,
etc.
Note that the above are guidelines only. The exact extent of
what these powers can do is up to the Gamemaster.
Weather Control: A subset of elemental/energy
control, a character may choose to manipulate the weather. This power can be
especially powerful since it allows a character to manipulate air, lightning,
rain, and any other aspect associated with storms/weather so the Gamemaster may
choose to have Weather Control count as two of a character’s powers.
Attacking: A character using Elemental/Energy Control
to attack may use either the power’s Rank Value or the character’s Melee Rank
Value +10, whichever is greater, for melee attacks. For ranged attacks use the
power’s Rank Value or the character’s Coordination Rank Value +10. Damage
inflicted in either case is equal to the power’s Rank Value.
Force Field/Armor: See the respective powers.
Lifting Objects: The upper weight limit of an object
the character may lift is based on the power’s Rank Value:
Rank Value Weight
1-2 50 lb.
3-5 100 lbs.
6-9 200 lbs.
10-19 400 lbs.
20-29 800 lbs.
30-39 1 ton
40-49 10 tons
50-74 50 tons
75-99 80 tons
100-149 100
tons
150-999 200
tons
1000+ 400 tons
Elemental/Energy Generation
The character has the ability to spontaneously generate a
single element or type of energy chosen from the the Elemental/Energy Control
power (see p. 00) list. The character can also control the chosen element or
energy as per the Elemental/Energy Control power (see p. 00) but that control
is at an effective Rank Value equal to one-half the Rank Value of this power.
A character that possesses matching Elemental/Energy Control
and Elemental/Energy Generation gains a permanent +10 Rank Value bonus to both
powers.
Extra Body Parts
The character additional body parts beyond two arms and two
legs, either a completely new part (such as a tail) or extras of an existing
part (four arms instead of two). Extra parts do not grant a character bonus
attacks.
BEGIN BOX
Advanced Extra Body Parts
In the Advanced game, the character selects a single
extra body part. Extra body parts function as follows:
- Claws: The character gains the Claws power (see p. 00). If the character already possesses the Claws power the power’s Rank Value is increased by +20.
- Extra Arms: The character gains one bonus attack each turn.
- Extra Legs: The character moves faster; increase movement by 1 sector each turn.
- Shell: The character gains the Body Armor power (see p. 00). If the character already possesses the Body Armor power the power’s Rank Value is increased by +20.
- Tail: The character gains one bonus attack each turn and may use the tail as if it were an extra arm.
- Wings: The character gains the Flight power (see p. 00) with the speed determined by the Rank Value of this power. If the character already possesses the Flight power the power’s Rank Value is increased by +20.
END BOX
Fast Attack
A character with this power can attack a number of times
each turn based on the power’s Rank Value:
Rank Value Attacks/Turn
1-29 2
30-49 3
50+ 4
Flight
The character can fly either through the use of an item or
by innate means. When flying the character can move a number of sectors per
turn depending on the Rank Value of the power:
Rank Value Sectors/Turn
1-2 1
3-5 2
6-9 3
10-19 4
20-29 5
30-39 6
40-49 7
50-74 8
75-99 9
100-149 10
150-999 15
1000 *
* The character can circle the world in a single turn.
Force Field
The character has the ability to generate a force field,
either through mental powers or a device.
Device: The force field acts as armor (see p.00) with
a Rank Value equal to the power’s Rank Value. If an attack deals damage in
excess of this force field’s Rank Value the device is shorted out for 1-10
turns (during which time it cannot be used).
Mental: The force field acts as armor with a Rank
Value equal to the power’s Rank Value or the character’s Willpower +10,
whichever is greater. If an attack deals damage in excess of the force field’s
Rank Value or the character’s Willpower +10, whichever is greater, the
character must roll d% on the Master Table using the Rank Value of the
character’s Fortitude. A result of black leaves the character dazed and the
character must spend 1-10 turns recovering (the character may take no actions
during that time). On any other result the character is dazed for one turn.
Growth/Shrinking
The character can grow larger or smaller (select one), to a
maximum/minimum height as shown on the table below:
Rank Value Maximum
Height Minimum Height
1-2 9 feet 4 feet
3-5 12 feet 3 feet
6-9 15 feet 2 feet
10-19 18 feet 1 foot
20-29 21 feet 6 inches
30-39 24 feet 3 inches
40-49 27 feet 2 inches
50-74 30 feet 1 inch
75-99 60 feet ½ inch
100-149 120
feet ¼ inch
150-999 240
feet 1/8 inch
1000 480 feet 1/16 inch
When using Growth, the Rank Value of the character’s Brawn
is changed to the Rank Value of this power or the character’s Brawn Rank Value
+10 whichever is greater. Opponents attacking the bigger character gain a +1 RS
bonus on their attacks.
When using Shrinking the Rank Value of the character’s Brawn
is unaffected. Anyone attacking the character when using this power suffers a
-1 RS penalty and the character gains a +2 RS bonus to attacks.
Headquarters
The character possesses a secret headquarters. The
headquarters size and location must be approved by the Gamemaster. The exact
makeup of the headquarters – weapons locker, garage, communications center,
prison, etc. – must also be approved by the Gamemaster. The Rank Value of the
headquarters should be used as a rough guide.
Rank Value Possible
Size and Contents
1-5 A secret room
in an apartment. May include a computer and basic lab. Nothing sophisticated.
6-9 An apartment.
A home gym would be appropriate. Maybe one piece of advanced technology.
10-19 A house. A few
dedicated rooms serve as an armory, a brig, or other specialized duty. May
include a garage.
20-29 A mansion.
Sprawling, spacious, and loaded with extras.
30-39 A compound.
Multiple buildings behind a sturdy fence or wall. A character with a
headquarters of this size most likely does not have a secret identity.
40-49 A skyscraper.
Some floors may be rented out as offices or apartments but most of the building
is dedicated to the character’s pursuit against crime.
50+ An orbital
complex, subterranean city, inter-dimensional residence, or other highly
unusual and/or massive complex.
A headquarters can be of a smaller size than suggested. A
Rank Value 50 headquarters, for example, could be a single well-outfitted
mansion.
Improved Skills
Not exactly a “power,” this result grants the character two
bonus skills and increases the Row Step bonus of one skill to +3.
Invisibility
The character can become invisible and remain so for as long
as desired. Sound, scent, heavy rain, and other methods can still give an
invisible character away. The character may also attempt to turn objects or
other characters invisible by touching them. Roll d% on the Master Table using
the Rank Value of this power, on a result or red or greater the item or
character touched is invisible and remains so as long as the character touches
it.
Magic
The character possesses knowledge of, and ability to use,
magic. Magic allows the character to cast “spells” that duplicate any other
power in the game; as a result Magic is the sole power the character may have.
A character may use only one spell per turn.
Duplicated powers function as described in the individual
power sections and at a Rank Value equal to the character’s Magic Rank Value.
Mind Control
The character can take over the minds of others. A target of
Mind Control must be within visual range of the character and must possess a
Willpower Rank Value less than the Rank Value of this power or the character’s
Willpower, whichever is greater.
To take control of another the character must roll d% on the
Master Table using the Rank Value of this power or the character’s Willpower
+10, whichever is greater. If the result is black the mind control attempt
fails. If the result is red or greater the target is controlled until the
character releases the targeted character or the target is ordered to do something
out of the ordinary (such as injure a companion) at which point the target
rolls d% on the Master Table using the Rank Value of the target character’s
Willpower. A result of red or greater is needed to break free of the mind
control.
Nine Lives
The character is exceptionally lucky. At the start of each
game session the character gains a pool of Fortune points (see p. 00) equal to
twice the Rank Value of this power. These points must be used during that game
session to affect die rolls and cannot be saved or used for character
improvement. Additionally, once each game session the character may roll the
dice without declaring the tens die until after the roll.
Nullification
The character possesses the ability to nullify – completely
negate – the powers of others within a number of sectors equal to one-tenth the
Rank Value of this power (round up). To use this power the character must roll
d% on the Master Table using the Rank Value of this power. If the result is
black the nullification attempt fails and the character suffers damage equal to
one-half (round up) the Rank Value of the power the character attempted to
nullify. If the result is red the targeted power works at half its
effectiveness (round up). On any other result the power is negated for this
turn.
One-of-a-Kind Weapon
The character owns a unique weapon of the player’s choice
which deals damage equal to its Rank Value.
Melee Weapon: The character makes melee attacks with
the weapon using the weapon’s Rank Value or the character’s Melee +10,
whichever is greater.
Ranged Weapon: The character uses the weapon’s Rank
Value or the character’s Coordination +10, whichever is greater, when
attacking.
Incorporated Power: At the player’s discretion one of
the character’s other powers may be incorporated into the weapon increasing the
Rank Value of the incorporated power by +10 but losing the use of the
incorporated power if the weapon is lost or stolen.
Paralyzing Touch
The character’s touch can render opponents unable to move.
To paralyze an opponent the character must first hit with a melee attack (see
p. 00) which deals no damage. The target must then roll d% on the Master Table
using the target’s Fortitude Rank Value to resist. If the result is black the
target is paralyzed – knocked down and unconscious – for a number of rounds
equal to one-tenth the Rank Value of this power (round up).
Phasing
The character‘s body can change into an insubstantial form
allowing the character to “phase” through objects. The power grants the
character armor (see p. 00) at the Rank Value of this power.
Physical Metamorphosis
The character’s body can change into an unusual material,
selected from the list below, at will. When metamorphosed the character possesses
the traits of the material and gains armor (see p. 00) equal to the Rank Value
of this power.
Energy The
character transforms into a being of pure energy (choose electricity, light,
radiation, etc.). When in energy form the character may do such things as:
- Jump into power lines and travel through them. (Electricity)
- Move at the speed of light. (Light)
- Cause radiation burns and sickness. (Radiation)
Fire The
character transforms into a being of pure fire. When in fire form the character
is capable of setting things on fire.
Metal The
character transforms into a being of pure metal (player’s choice as to the kind
of metal). The Rank Value of the character’s Brawn is changed to the Rank Value
of this power or the Brawn Rank Value +10, whichever is greater.
Water The
character transforms into a being of pure water. When in water form the
character may choose to flow like water, running through cracks and other small
spaces.
Damage: Depending on the form and Gamemaster approval
the character may make use of the Rank Value of this power to determine damage
when attacking (punching with fists of steel, igniting things if made of fire,
etc.).
Plant Control
The character can control plants, forcing them to twist and
turn and using them to wrestle, attack opponents, or block attacks (see p. 00).
The character performs all of these actions, through a chosen plant, using the
Rank Value of this power or the character’s Combat +10, whichever is greater.
The character can control a number of plants each turn equal to the number of
times he can attack in a turn (controlling counts as an attack). The character
can only control plants within a number of sectors equal to one-tenth the Rank
Value of this power (round up).
Protected Sense
One of the character’s senses – either a normal sense
(sight, hearing, etc.) or a supersense (see p. 00) – is completely immune to
damage or attacks of a Rank Value equal to or less than the Rank Value of this
power. Touch, though a sense, cannot be protected.
Reflection
The character possesses the ability to reflect the effects
of another character’s power back at the originating character. To use this
power the character must roll d% on the Master Table using the Rank Value of
this power. If the result is black the reflection attempt fails and the
character suffers the normal effects of the power. If the result is red both
the character and the originator of the affected power suffer the normal
effects of the reflected power. On any other result the power is reflected back
and the originator suffers the power’s full effect.
Regeneration
The character heals quickly. Once per turn, instead of
taking another action, the character may recover a number of Damage points
equal to the Rank Value of this power.
Shapeshift
The character can turn into any shape desired (animals,
other characters, objects) though the character retains the character’s
original size (unless the character also has the Growth or Shrinking powers).
The change is automatically successful unless the character attempts to
impersonate a specific thing (such as another character) at which point roll d%
on the Master Table using the Rank Value of this power. A result of black means
the character fails to adequately copy the character or object and can be
easily identified.
Sidekick
The character possesses a sidekick that assists him on
adventures (and is the perfect tool when the Gamemaster wants to cause
trouble). Create a second character. This new character may possess no primary
trait greater than the main character’s and cannot possess more than one-half
the number of powers (round up) of the main character. Any results that would
break these two rules are automatically reduced. The sidekick is under the Gamemaster’s
control.
Superleap
The character can jump across great distances. The character
may leap up to a number of sectors each turn depending on the Rank Value of the
power:
Rank Value Sectors/Turn
1-2 1
3-5 2
6-9 3
10-19 4
20-29 5
30-39 6
40-49 7
50-74 8
75-99 9
100-149 10
150-999 15
1000+ *
* The character can circle the world in a single turn.
Supersense
The character possesses a single extraordinary sense such as
superhearing or supersight. Rolls made to use the heightened sense use this
power’s Rank Value or the character’s Awareness +10, whichever is greater.
A player may, with Gamemaster approval, have an entirely new
sense. For example, a character may be blind but possess echolocation (“seeing”
like a bat) or infravision in addition to normal sight allowing the character
to see in darkness without penalty.
Superspeed
The character can run at superhuman speeds. The character can
move up to a number of sectors per turn based on the Rank Value of this power
or the character’s Coordination +10, whichever is greater:
Rank Value Sectors/Turn
1-2 1
3-5 2
6-9 3
10-19 4
20-29 5
30-39 6
40-49 7
50-74 8
75-99 9
100-149 10
150-999 15
1000+ *
* The character can circle the world in a single turn.
When attempting an unusual maneuver, such as running across
water or up walls, the player must roll d% on the Master Table using the Rank
Value of this power or the character’s Coordination +10, whichever is greater.
A result of black indicates failure.
Telekinesis
The character possesses the mental ability to move objects
without touching them. The upper limit of weight the character may lift with
this power is the greater of the power’s Rank Value or the character’s
Willpower Rank Value +10.
Rank Value Weight
1-2 50 lb.
3-5 100 lbs.
6-9 200 lbs.
10-19 400 lbs.
20-29 800 lbs.
30-39 1 ton
40-49 10 tons
50-74 50 tons
75-99 80 tons
100-149 100
tons
150-999 200
tons
1000+ 400 tons
Ranged Attacks: The character may also use this power
to perform ranged attacks – by throwing an object or simply using telekinetic
“force” – using the character’s Willpower in place of Coordination. A
successful attack deals damage equal to the Rank Value of this power.
Telepathy
The character can read the minds of others and transmit
mental messages. For all actions involving this power the character uses the
greater of the power’s Rank Value or the character’s Willpower +10.
A character with this power may read the mind of any
character with a Willpower Rank Value lower than the character’s Rank Value in
this power or the character’s Willpower +10, whichever is greater.
A character with this power is automatically aware when
someone attempts to read the character’s mind. The character may attempt to
block the other telepath; both characters roll d% and add the Rank Value of
this power or the character’s Willpower +10, whichever is greater.
Teleportation
The character may teleport a number of sectors equal to the
Rank Value of this power in a single turn. Teleporting requires the player to
roll d% on the Master Table using the Rank Value of this power. A result of
black means the character arrives dazed at the destination sector and must
spend the next turn recovering (the character may take no actions that turn).
If the character is unfamiliar with – or cannot see – the
destination sector and teleports into a solid object – which can include the
ground – the player must roll d% on the Master Table using the Rank Value of
the character’s Fortitude. A result of black immediately bounces the character
back to the starting sector where the character is dazed and must spend 1-10
turns recovering (taking no actions during that time). Any other result
immediately bounces the character back to the starting sector where the
character is dazed for one turn.
Trait Boost
Unlike Trait Increase (see p. 00), this power is a temporary
boost to any one primary trait of the character’s choice (chosen at the time
this power is acquired). Once each hour of game time the character can
automatically boost the chosen trait’s Rank Value by an amount equal to the
Rank Value of this power. For a number of turns equal to one-tenth the newly
boosted value (round up), the affected primary trait operates at this new
value. At the end of this time the affected primary trait’s Rank Value is
reduced to one-half (round up) its normal value for 1d10 turns.
Trait Increase
Not exactly a “power”, the character increases the rank
value of any two primary traits by +15 each. If this “power” is rolled twice
the bonus to each primary trait chosen is increased to +20 each.
Vehicle
The character possesses a unique and exceptional vehicle.
The character selects an existing vehicle (see p. 00) and then increases the
Durability, Handling, and Velocity of the vehicle by one-half this power’s Rank
Value (round up). In addition to this increase the vehicle possesses two special
systems – weapons, unusual abilities that mimic a power, or any other equipment
the Gamemaster will approve – with each system at a Rank Value equal to
one-half this power’s Rank Value (round up).
Wall-Crawling
The character can move normally, either by using a
specialized device or innate means, across surfaces from which most people
would fall (walls and ceilings, for example). Gamemasters should inflict a row
step penalty when attempting to move across a slippery surface.
Water Native (how about Amphibian?)
The character is from a watery civilization and may breathe
underwater or on land. When swimming, the character moves a number of Sectors
determined by the Rank Value of this power.
Rank Value Sectors
Moved in One Turn When Swimming
01-02 1 sector
03-29 2 sectors
30+ 3 sectors
Weapon
The character possesses a weapon, or weapons, with a
combined total damage equal to the Rank Value of this power.
Example: A character with a Rank Value of 30 in this
power could own two rifles, three pistols, or a bow, crossbow, and pistol (see
p. 00).
The character may possess weapons that do not appear within
these rules or in existing Four Color games or supplements. Such new
weapons must be approved by the Gamemaster.
Playing the Game
Master Table
Take a look at the 4C Basic System Master Table (basictable.pdf);
it is the key to all actions in the game. To use the Master Table, find the
appropriate Rank Value in the leftmost column, roll d%, and find your die
result on the table by moving along the row. The number rolled will be in a
black, red, blue, or yellow box which will give you the result:
Color Result
Black Failed
Attempt. Your action has failed.
Red Minor
Success. Your action succeeded, but just barely; in most instances this will be
enough.
Blue Success.
You have succeeded at your attempted action.
Yellow Major
Success. You have succeeded in a spectacular way. Some actions, as determined
by the Gamemaster, will require a Major Success.
BEGIN BOX
Advanced Master Table
There’s an Advanced version of the table that expands
the number of rows from 13 to 18. Other than the increased Rank Value groups
(see p. 00) the table is used in exactly the same way as in the Basic
game.
END BOX
Row Steps
A Row Step represents a shift of one or more rows up or down
the Master Table in the effective Rank Value for a single action. A Row Step
can be a bonus or penalty. For example, a +1 Row Step moves the effective Rank
Value to the next higher row (i.e. from
20-29 to 30-39) while a –2 Row Step moves the effective Rank Value two rows
lower (i.e. from 20-29 to 6-9).
Example: Jessica’s character is trying to hit an opponent
with a karate chop. The Gamemaster tells Jessica her character gains a +1 Row
Step bonus due to favorable circumstances (see p. 00). Her character has a
Melee Rank Value of 30-39, so for this one attack the bonus brings it to 40-49.
Altering The Dice
After a roll is made you may spend 25 points from Fortune to
shift the result of a single roll one color left or right (from black to red,
red to blue, blue to yellow, or vice-versa) on the Master Table. The roll you
alter can be your own or someone else’s (ally or enemy). You may spend
additional points to further shift the color (i.e. from black to blue or red to
black) with each additional shift costing a further 25 points. Multiple characters
may spend Fortune to affect the same die roll.
Example: Tony wants to reduce the result of an opponent’s
roll from blue to black. This costs 50 points (two Color Shifts), but Tony’s
character only has 37 points. Thus Tony can do no better than to shift it from
blue to red (one Color Shift); the opponent still succeeds, but less so and
Tony has 12 points remaining in his Fortune.
Combat
Combat in 4C takes place in turns, each of which
covers an abstract amount of time equal to the action depicted in a single
comic book panel. A character can perform any action that would fit into a
standard panel including attack, dodge, or move. You may only attack once in a
turn (the exception is the Fast Attack power which grants characters the
ability to make multiple attacks in one turn). It is possible to move and
attack in the same turn but you suffer a –1 Row Step penalty to your attack for
every sector you move into unless you perform a rush (see p. 00). You may also
move and dodge in the same turn but you suffer a –1 Row Step penalty to your
dodge for every sector you move into.
During a turn the action takes place as follows:
- The Gamemaster secretly determines the actions of Gamemaster Characters.
- The players each state their actions for the turn.
- One player and the Gamemaster each roll d% to determine Initiative for their side; highest roll wins.
- The side that won Initiative acts.
- The side that lost Initiative now acts.
- Repeat until the combat is over.
BEGIN BOX
Optional Rule: Initiative Bonus
Each turn each side adds the highest Rank Value of Awareness
of its members to the Initiative roll.
Example: The highest Gamemaster Character Awareness Rank
Value is 20 while the highest player character Awareness Rank Value is 50; the Gamemaster
adds 20 to the Gamemaster Characters’ Initiative roll while the player rolling
for the player characters adds 50 to the Initiative roll.
END BOX
Movement
4C games are played on a map divided into individual
areas known as sectors. The number of sectors a character may move in a turn is
determined by the Rank Value of Coordination.
Rank Value Sectors
Moved in One Turn
01-02 1 sector
03-29 2 sectors
30+ 3 sectors
Climbing: The above table assumes a character moving
horizontally along the ground; if the character is moving vertically (i.e.
climbing a wall) use the following:
Rank Value Sectors*
Climbed in One Turn
01-29 1 sector
30+ 2 sectors
* One sector is approximately 10 feet.
Some powers grant characters special forms of movement. See
the individual power descriptions (starting on p. 00) for details.
BEGIN BOX
Advanced Movement Options
In addition to moving across sectors on the map (either
through walking, running, or climbing), characters may also swim and characters
that move for an extended of period of time may suffer the effects of
exhaustion.
Swimming
Without a special power or device, a character moves only a
single sector each turn when swimming. A character that sinks may hold his
breath for a number of turns equal to his Fortitude Rank Value; after that
point the character must roll d% on the Master Table using the character’s
Fortitude Rank Value:
Color Result
Black You are
dying (see p. 00).
Red You are
winded; your Fortitude Rank Value drops by one Row Step.
Blue No
effect.
Yellow No
effect.
The character must continue rolling once each turn, with a cumulative
-1 Row Step penalty to his Fortitude Rank Value for each turn since he started
drowning, until he reaches breathable air.
Exhaustion
A character can move for a number of turns equal to the Rank
Value of his Fortitude before he runs the risk of suffering from exhaustion.
The character must roll d% on the Master Table using the character’s Fortitude
Rank Value:
Color Result
Black You
collapse and must rest for 3-30 turns.
Red You
collapse and must rest for 2-20 turns.
Blue No
effect.
Yellow No
effect.
The character must continue rolling once each turn – at a
-10 penalty to his Fortitude Rank Value for each turn since he started drowning
– until he rests for 10 turns.
END BOX
Melee Attacks
Hitting, kicking, stabbing, slashing, etc. are all types of
melee attacks. To resolve a melee attack, determine whether or not it is a
Bashing or Slashing attack.
Bashing: Any unarmed attack with fists or feet or an
attack with a blunt weapon or object is a Bashing attack. Roll d% on the Master
Table using your Melee Rank Value and compare the result to the following
table:
Color Result
Black Miss. You
whiff.
Red Hit. See
Damage on p. 00.
Blue Pound.
Your opponent suffers damage and may be knocked down (possibly into an adjacent
sector). See p. 00.
Yellow
Concuss. Your opponent suffers damage and may be knocked out. See p. 00.
Slashing: Any attack with a knife, sword, or other
sharp object is a Slashing attack. Roll d% on the Master Table using your Melee
Rank Value and compare the result to the following table:
Color Result
Black Miss.
Nothing but air.
Red Hit. See
Damage on p. 00.
Blue Concuss.
Your opponent suffers damage and may be knocked out.. See p. 00.
Yellow Dying.
You’ve fatally wounded your opponent. See p. 00.
Ranged Attacks
Includes shooting a firearm and throwing a weapon or object,
in short any attack across a distance is a ranged attack. Roll d% on the Master
Table using your Coordination Rank Value and compare the result to the
following table:
Color Result
Black Miss.
Wild shot.
Red Hit. See
Damage on p. 00.
Blue Nail.
You’ve hit your target; if you did not declare you were trying for the Nail
then this is a Hit. See p. 00.
Yellow Dying.
You’ve fatally wounded your opponent. See p. 00.
Range: Weapons are limited in range as follows:
Weapon Range
(In Sectors)
Bow 4
Crossbow 4
Pistol 4
Rifle 8
Shotgun 2
Thrown Object 1
sector per row on the Master Table starting with Rank Value 6-9; lower Rank
Values can only throw an object in the same sector.
Power 1/10 the Rank
Value of the power (round up)
BEGIN BOX
Optional Rule: Range Penalty
Count the number of sectors from the attacker to the target
ignoring the attacker’s sector but including the target’s sector. For each
sector the attacker suffers a -1 Row Step penalty to the effective Rank Value of
Coordination for this attack.
END BOX
Rushing
To rush an opponent you must meet the following conditions:
- The opponent cannot be in the same sector as you.
- You must be able to reach the opponent in one turn.
If these two conditions are met you roll d% on the Master
Table using your Fortitude Rank Value and gaining a +1 Row Step for each open
sector you move into. Compare the result to the following table:
- Black: Miss. You run right past.
- Red: Hit. See Damage on p. 00.
- Blue: Pound. Your opponent suffers damage and may be knocked down (possibly into an adjacent sector). See p. 00.
- Yellow: Concuss. Your opponent suffers damage and may be knocked out.. See p. 00.
Wrestling
Grabbing, choking, holding, and similar attacks are all
covered under wrestling. Roll d% on the Master Table using your Brawn Rank
Value and compare the result to the following tables:
Seizing: Use this when you want to grab something out
of an opponent’s grasp.
Color Result
Black Miss. You
grab at air.
Red Miss.
Not quite.
Blue Snatch.
You’ve grabbed the target of your seize attempt. See p. 00.
Yellow Shatter.
You’ve grabbed the item but broke it. See p. 00.
Slipping: Use this when you’re being held by an
opponent.
Color Result
Black Fail.
You’re still held.
Red Fail.
Just for a second . . ., but no.
Blue Elude.
You’ve escaped. See p. 00.
Yellow Turnabout.
You’ve not only escaped but can also reverse the hold. See p. 00.
Struggling: Use this when you want to grab an
opponent and restrain the character.
Color Result
Black Fail. Not
even close.
Red Fail.
Just out of reach.
Blue Hold.
You’ve successfully grappled your opponent. See p. 00.
Yellow Hold.
You’ve successfully grappled your opponent. See p. 00.
Dodging
Roll d% on the Master Table using your Coordination Rank
Value and compare the result to the following table:
Color Result
Black Fail. Not
quick enough.
Red 3 Row
Step. Anyone attacking you this turn suffers a -3 Row Step penalty to the
appropriate Trait.
Blue 6 Row
Steps. Anyone attacking you this turn suffers a -6 Row Step penalty to the
appropriate Trait.
Yellow 9
Row Steps. Anyone attacking you this turn suffers a -9 Row Step penalty to the
appropriate Trait.
BEGIN BOX
Advanced Combat
Block
Sometimes it’s necessary to stop Brawn with Brawn. When
blocking, roll d% on the Master Table using your Brawn Rank Value and compare
the result to the following table:
Color Result
Black Fail.
Your block attempt has no effect.
Red 1 Row
Step. For purposes of damage, the Rank Value of the attacker’s Brawn suffers a
-1 Row Step penalty.
Blue 4 Row
Steps. For purposes of damage, the Rank Value of the attacker’s Brawn is
reduced by 3 row steps.
Yellow 7
Row Steps. For purposes of damage, the Rank Value of the attacker’s Brawn is
reduced by 6 row steps.
Catching
There are times when a character must catch something (a
falling civilian, a thrown object, etc.) When catching, roll d% on the Master
Table using your Coordination Rank Value and compare the result to the
following table:
Color Result
Black Fail. You
miss. If it was an object being thrown to harm you, such as a weapon, you’re
automatically hit.
Red Fail.
You’ve missed.
Blue You
catch, but possibly harm, it. You must make a second d% roll on the Master
Table using Coordination; any result less than Blue means what you caught suffers
damage equal to the Rank Value of your Brawn.
Yellow Perfect
catch. Good job!
Evade
Similar to dodging (see p. 00), except it applies to melee
combat only, Evade is the act of weaving and bobbing to avoid an attack. Roll
d% on the Master Table using your Melee Rank Value and compare the result to
the following table:
Color Result
Black Fail. Not
only did you fail but you moved into the exact spot your opponent was
attacking; your opponent automatically hits you.
Red Evade.
You successfully evade the attack and are unharmed.
Blue Superior
Evade. Not only did you successfully evade the attack but you’ve also
maneuvered yourself into an enviable position; on the next turn you gain a +1
Row Step bonus to your Melee roll to attack the opponent that you just evaded.
Yellow Maximum
Evade. As blue but your bonus is +2 Row Steps.
Waiting
A character that wins initiative (see p. 00) may choose to
wait before acting, allowing opponent(s) to act first and then interrupting and
taking an action at the best possible moment. For example, a character planning
a ranged attack against an opponent may wait for that opponent to move closer
(reducing the penalty associated with ranged attacks, see p. 00).
END BOX
Attacking Multiple Targets at Once
When surrounded by multiple opponents in a single sector a
character may elect to attack everyone at once. Roll to attack but on a Yellow
result everyone is affected as if the result was Red. Any result less than
Yellow is a complete miss. This only works with melee attacks.
Damage
Any successful hit inflicts damage that is subtracted from
your Damage total. When your Damage points are reduced to 0, you are Dying (see
p. 00). The amount of damage an attack inflicts depends on what type of attack
it is:
- Melee Attack: Inflicts an amount of damage equal to the Rank Value of the attacker’s Brawn if weaponless; a one-handed weapon adds +5 points and a two-handed weapon adds +10 points.
- Ranged Attack: Inflicts a number of points of damage equal to the Material Value of the item thrown. The following is a small selection of possible objects.
Item Thrown Material
Value
Concrete Block 20
Steel Beam 30
Compact Car 40
Pickup Truck 50
If the attack was with a weapon it inflicts a number of
points of damage as follows:
Weapon Damage
Bow 10
Crossbow 10
Pistol 10
Rifle 15
Shotgun 25
Armor: Reduces the amount of damage suffered in an
attack by subtracting the armor’s Rank Value from the amount of damage
inflicted; any remaining points are then subtracted from Damage.
Example: A character wearing armor with a Rank Value of
10 hit by a punch dealing 20 points of damage suffers only 10 points of damage
to Damage.
Pulling Your Punch: You can choose to mitigate the
damage done by any of your attacks. Prior to attacking you state the reduced
amount of damage your attack can cause and/or the level of success it can
achieve. If your attack hits it does the reduced damage and if your level of
success was greater than your limit, the success if reduced to your limit.
Example: Gina does not want her pistol-wielding character
to kill an opponent so she states her character is pulling her punch with the
pistol (shooting in a non-vital area) limiting the attack’s damage to a Nail
result; if Gina’s d% roll achieves a Dying result, it is reduced to Nail
instead.
BEGIN BOX
Material Value of Common Substances
Sometimes the strength of an object will come into play. In
such instances, use the following table as a point of reference:
Material Value Substance
1-2 Paper
3-5 Plastic
6-9 Aluminum
10-19 Brick
20-29 Concrete
30-39 Stone
40-49 Iron
50-74 Steel
75-99 Diamond
100+ Magical or
alien substance
END BOX
Combat Results
The following is a listing of the various combat results
mentioned previously.
Concuss: Compare the Rank Values of the attacker’s
Brawn to the defender’s Fortitude. If the attacker’s Rank Value is greater than
the defender’s the defender must roll d% on the Master Table using his
Fortitude and compare the result to the following table:
Color Result
Black The
defender is knocked unconscious for 1d10 turns. The defender loses all Fortune
points and can do nothing until regaining consciousness at which point the
defender immediately recovers a number of Fortune points equal to the Rank
Value of Fortitude.
Red No
effect.
Blue Same as
Red.
Yellow Same
as Red.
Dying: You are dying. Your Damage points drop to 0
and your Fortitude Rank Value drops by one Row Step on the Master Table at the
end of each turn until it reaches Rank Value 0, at which point you are dead.
Once you’ve reached Rank Value 01-02 you can stabilize yourself by spending 10
Fortune points each turn.
If you receive aid before you die, meaning someone spends a
full turn tending to your wounds, you automatically stabilize; your Damage
points remain at 0 but your Fortitude Rank Value stops dropping.
Elude: You’ve escaped from the hold and may move into
any adjacent sector of your choice.
Hold: You’re firmly holding your opponent. For every
Turn you maintain the hold your opponent suffers a number of points of damage
equal to your Brawn Rank Value.
Nail: This is a called ranged attack on a specific
target. It is used for feats of marksmanship such as severing a rope with an
arrow or shooting a gun out of someone’s hand; it deals damage to the target
like a normal hit The attacker must state the intention to try for this result
before rolling the attack. If a Nail is not declared before the dice are rolled
this result is treated as a Hit. The Gamemaster has the final say on the effect
of a successful Nail attack result.
Pound: Compare the Rank Values of the attacker and
defender’s Brawn. If the attacker’s Rank Value is greater than the defender’s
the defender rolls d% on the Master Table using Fortitude. Compare the result
to the following table:
Color Result
Black The
defender is knocked down and into an adjacent sector of the attacker’s choice.
The defender must spend next turn getting up and can perform no other
action. If there’s an obstacle between
the chosen sector and the defender’s current sector; and if the attacker’s
Brawn is greater than the Material Value of the obstacle (see p. 00), the
defender is knocked through the obstacle.
Red The
defender is knocked down in the currently occupied sector. The defender must
spend next turn getting up and can perform no other action.
Blue No
effect.
Yellow No
effect.
Shatter: Unfortunately you grabbed the object a
little too hard and broke it. If the object could possibly injure someone or
something, such as a gun, the Gamemaster should roll randomly to determine
which character – or important item – in the sector or adjacent sectors was
harmed.
Snatch: You’ve grabbed the object in question and
wrested it from your opponent.
Turnabout: You’ve not only escaped your opponent’s
hold but can also place your own Hold on the opponent or move to an adjacent
sector instead.
Gamemastering
4C is a toolkit. As such, no suggestions or
information on the “art” of being a Gamemaster are provided; if you need an
introduction to being a Gamemaster, or just want to polish up on your skills,
it is recommended you search online for help (various RPG messageboards may
prove especially useful to novice Gamemasters).
Using the Master Table
The Master Table has already been introduced in the Combat
section (p.00), but the usefulness of the table extends beyond the confines of
combat; the Master Table is the key to any an all actions characters perform.
When a character wants to attempt an action that will have
an impact on the storyline (i.e. leap from rooftop to rooftop or notice an
enemy hiding in a dark alley) the Gamemaster does two things:
- Decides which Primary Trait or power applies to the action. For example, Brawn for jumping or Awareness for noticing or Superspeed for running up a wall.
- Decides the difficulty of the action based on the following table:
Color Difficulty
Black Easy
Red Average
Blue Difficult
Yellow Ridiculous
The player then rolls d% based on the appropriate Trait or
power and compares the color result to the color
needed for success; if the result equals the color or a greater color the
character’s action succeeded. If the action fails, it is up to the Gamemaster
to determine exactly what happens to the character as a result.
Varying Circumstances: In addition to setting the
basic requirements for success, the Gamemaster can also use Row Step bonuses
and penalties to reflect favorable or unfavorable conditions. The following are
some suggested modifiers:
Circumstance Modifier
Hiding in shadows -5
Row Steps to opponents attempting to notice
Jostling train -2
Row Steps to balance along the top of the train cars
Raining -2
Row Steps to trying to grab a wet ledge
Character Health, Hit Points, or Vitality
Characters start the game with a number of Damage points
equal to the total of their first four Primary Trait Rank Values (Melee,
Coordination, Brawn, and Fortitude; see p. 00). Characters lose these points as
they suffer damage (see Damage p. 00) throughout the course of an adventure and
may die if reduced to 0 points (see Dying p. 00).
Healing
Characters recover all damage between adventures.
BEGIN BOX
Optional Healing
For adventures that take place over a series of days, or if
you’re just looking for a little more depth in your games, characters heal a
number of Damage points each night equal to the Rank Value of their Fortitude.
END BOX
Fluctuating Fortunes
Characters start the game with a number of Fortune points
equal to the total of their last three Primary Trait Rank Values (Intellect,
Awareness, and Willpower; see p. 00). These points may be spent to affect the
outcome of events in the game (see p. 00). In addition, characters may gain and
lose these points based on their actions.
Gaining and Losing Fortune Points
Characters gain Fortune points for positive actions such as
stopping crimes, winning fights, donating to charity, keeping appointments,
rescuing someone from a fire, making time for friends, etc. The amount of
points gained varies by the impact of the action as shown on the following
table:
Scale Points Gained
Personal +5
Neighborhood +10
City +25
State +50
National +75
Global +100
Losing Points
Characters lose Fortune points for negative actions such as
committing crimes or allowing them to happen, losing fights, failing to keep
appointments, failing rescue attempts, ignoring friends, etc. The amount of
points lost varies by the impact of the action as shown on the following table:
Scale Points Lost
Personal -5
Neighborhood -10
City -25
State -50
National -75
Global -100
Character Assets, Means, or Resources
Lifestyle measures a character’s wealth and access to other
resources (see p. 00) as shown on the table below:
Rank Value Level
of Wealth/Lifestyle
1-2 Unemployment
or state benefits.
3-5 Student or
part-time employment.
6-9 Full-time,
hourly wage employment.
10-19 Professional
employment.
20-29 Independently
wealthy.
30-39 Small
corporation.
40-49 Large,
international corporation.
50-74 Small nation.
75-99 Large nation.
100-149 Superpower
150-999 Global
resources.
1000 Galactic
resources.
In general, the Gamemaster should allow characters to
procure items and services appropriate to their Lifestyle Rank Value unless it
would interfere with an adventure.
Character Fame, Popularity, or Prestige
A character’s Repute is used when a character is dealing
with the public; the player rolls d% on the Master Table and checks the color
result:
Color Public
Reaction
Black Unfavorable
(“Get out of here you freak!”)
Red Favorable
(“Thanks.”)
Blue Very
Favorable (“That was amazing!”)
Yellow Extremely
Favorable (“You are the greatest!”)
Actions Speak Louder Than Words: The Gamemaster may assign
Row Step bonuses and penalties to the d% to reflect the character’s actions
prior to interacting with the public. The following are some suggested
modifiers:
Circumstance Modifier
Threatening -2 Row
Steps to reactions when threatening a citizen
Friendly +2
Row Steps to reactions when treating citizens in a friendly manner
Dealing with Criminals: The above assumes the
character is dealing with law-abiding citizenry. If the character is
interacting with criminals the table is reversed; a black result indicates a
favorable response.
Gaining and Losing Repute Points
Each time a character stops a crime or saves a life (or, if
things aren’t going well, commits a crime or kills), and the action is known to
the public, the character gains or loses Repute points:
Points Gained or Lost
Thwart Criminal Activity +1
Save a Life +2
Commit Criminal Activity -2
The above amounts are suggestions only. If the crime a
character stopped would have affected the entire city or if the life the
character saved was that of someone “important” or “famous”, the character may
gain bonus points.
Vehicles
Except for those with special movement powers (see p.00),
characters will need to rely on vehicles if they want to quickly cross long
distances.
All vehicles are defined by three Vehicle Traits:
Durability
This Vehicle Trait is a measure of how much damage a vehicle
can suffer before it is destroyed. It also doubles as armor, reducing the
damage the vehicle and characters inside the vehicle suffer from an attack by
its value.
This Vehicle Trait uses a numerical score (not Rank Value)
that is decreased as the vehicle takes damage and increased when the vehicle is
repaired; this Vehicle Trait may never drop below a score of 0 and never be
raised above its starting value. Damaging and repairing vehicles is discussed
on p. 00.
Handling
This Vehicle Trait measures the agility of a vehicle. This
Vehicle Trait uses a Rank Value (see p. 00). Performing sharp turns or other
unusual maneuvers is handled with this Trait; roll d% and compare the color
result to the difficulty of the maneuver on the following table:
Color Difficulty
Black Easy
(standard turns)
Red Average (sharp
turns)
Blue Difficult
(jumping over a broken bridge)
Yellow Ridiculous
(turning a car on to two wheels to slip through a narrow alley)
If the result equals the color or a greater color the
maneuver succeeded. If the maneuver fails the vehicle crashes.
Crash: When a vehicle crashes its operator must roll
for the severity of the crash. Roll d% on the Master Table using the operator’s
Coordination Rank Value and compare the result to the following table:
Color Result
Black Vehicle
crashes into an appropriate object, character, or vehicle (as determined by the
Gamemaster) in the same sector in which the maneuver was attempted. If the
vehicle crashes into a character or other vehicle there is a chance for the
vehicle to avoid the crash (see Collision p. 00).
Red As black
but the vehicle crashes in an adjacent sector to the one in which the maneuver
was attempted.
Blue Same as
red.
Yellow Same
as red.
For purposes of damage inflicted/suffered, a crash is
treated like a collision. If there is nothing but ground to hit in the sector
the vehicle crashes into the ground (Material Value 50).
Velocity
This Vehicle Trait measures the number of sectors a vehicle
may move in a single turn. This Vehicle Trait uses a numerical score (not Rank
Value).
Vehicle Combat
Vehicles are attacked like characters; roll the attack and
apply damage if the attack hits. Vehicles cannot wrestle or be wrestled.
Collisions: A vehicle hits something (a character,
wall, another vehicle, etc.). A vehicle’s operator may choose to purposefully
hit an object (ram) and the selected target must roll d% on the Master Table
using Coordination if on foot or the vehicle’s Vehicle Trait #2 (Control,
Handling, Maneuvering, etc.) if operating a vehicle and compare the result to
the following table:
Color Result
Black Failure. The
target is hit and suffers collision damage.
Red Success. The
target gets out of the way.
Blue Same as red.
Yellow Same
as red.
Collision Damage: The struck object suffers a number
of points of damage equal to the vehicle’s Durability and the striking vehicle
suffers a number of points of damage depending on what was hit:
- Character: If the character has armor (either worn or natural), the vehicle suffers a number of points of damage equal to the armor’s Rank Value.
- Vehicle: The vehicle suffers a number of points of damage equal to the second vehicle’s Durability.
- Object: The vehicle suffers a number of points of damage equal to the Material Value of the hit object.
- Characters Inside a Vehicle: Characters inside a vehicle that is involved in a collision suffer 10 points of damage for every sector the vehicle moved that turn prior to the collision.
A vehicle involved in a collision moves no further that
turn.
Vehicle Damage and Repairs
A vehicle with its Durability reduced to 0 is completely
destroyed; it cannot be repaired. Vehicles are fully repaired between
adventures.
Sample Vehicles
The following is a small selection of vehicles. The Gamemaster
should use these as a point of reference for vehicles of his own design.
Vehicle Durability Handling Velocity
Compact Car 10 6 6
(sectors/turn)
Sports Car 10 30 12
(sectors/turn)
Private Jet 20 10 20
(sectors/turn)
Character Advancement
As a superhero game, character advancement is slightly
out-of-genre and not completely appropriate. For those of you that like
advancement, though, characters may improve their traits and powers as follows:
Traits: A character may spend Fortune (see p. 00) to
improve the Rank Value of traits. Increasing a Rank Value by one costs a number
of points equal to the current value.
Example: Joseph wishes to increase his character’s Melee
from 30 to 31. This costs 30 points.
Powers: The Rank Values of powers can be increased in
the same way as the Rank Value of Traits: Increasing a Rank Value by one costs
a number of points equal to the current value.
A character may also gain a completely new power – with its
Rank Value determined randomly – by spending 1,000 points. This new power must
have an in-game explanation (be it an accident, a new gadget, super serum, or
any other means approved by the Gamemaster).
Skills: A character can gain a new skill at the cost
of 250 points. As with new powers, there needs to be an in-game reason for this
new skill (maybe the character has been attending night school).